Reply to Re: Requested Walkthroughs
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I'm guessing that authors should become well acquainted with the story of the original scenario, prior to writing their own quests and puzzles.
Perhaps someone should write a Seth Inspired Dink Bible, that spells out the way puzzles should be clued for the player.
As a comparison: In the original story, we have to pay 100g to cross the bridge. At some point in the game we run out of things to do, other than waiting for the re-spawn to happen and leveling up. Then we realize that if it costs so much to cross the bridge, there must be something there.
In the Scourger, which is an awesome scenario, it is unclear that we would need the light sword to break into the basement near the wizard house. If I had not played several mods and read all the many hints in the forum, I'd still be leveling up and not completing the game.
I personally find it annoying when the puzzles clues are blatantly obvious, almost as much as I dislike having to find some secret to complete the game at all. Secrets such as better weapons should make it easier to complete the scenario but not prevent the player from continuing.
Hence, where the clues are actually the answer, there would be no need for a walk-through, save to explain that we need to talk to specific NPC's in a specific order for puzzle completion.
I remember Broderbund setting up a hint line to provide puzzle hints for C-64 games and actually charged a fee for a single puzzle hint. Here we are asking an unpaid author to provide a full walk-through of the entire game?
IMHO, the puzzles should be solvable with some thought, and the NPC's should offer viable but not entirely obvious clues. Thus a walk through could be devised to offer hints on specific problem areas, rather than spelling out the entire scenario.
Maybe an interactive system that would require the player to actually work at getting these more precise clues is an idea. OR, don't compress the scripts. Then if they really want to cheat, they can use the included editor, find the script, get their answer, and learn a little about writing a decent mod in the process, if they are so inclined.
I have played several amazing scenarios but none, have yet given me the same satisfaction as completing Seth's original. Compare this to the many mods with amazing images and breakthrough scripting.
Seth admits to having released this with some areas not completed or included, such as Charlie's House. Still, you don't feel ripped off until he tells you it was actually left out of the game, and not simply a blind alley.
I've ranted and babbled enough but I think it is ludicrous to expect a scenario to ship with a walk-through included or even in the works. Scenarios should be written by the first players to assist others, and not the responsibility of the Authors.
mm.
Perhaps someone should write a Seth Inspired Dink Bible, that spells out the way puzzles should be clued for the player.
As a comparison: In the original story, we have to pay 100g to cross the bridge. At some point in the game we run out of things to do, other than waiting for the re-spawn to happen and leveling up. Then we realize that if it costs so much to cross the bridge, there must be something there.
In the Scourger, which is an awesome scenario, it is unclear that we would need the light sword to break into the basement near the wizard house. If I had not played several mods and read all the many hints in the forum, I'd still be leveling up and not completing the game.
I personally find it annoying when the puzzles clues are blatantly obvious, almost as much as I dislike having to find some secret to complete the game at all. Secrets such as better weapons should make it easier to complete the scenario but not prevent the player from continuing.
Hence, where the clues are actually the answer, there would be no need for a walk-through, save to explain that we need to talk to specific NPC's in a specific order for puzzle completion.
I remember Broderbund setting up a hint line to provide puzzle hints for C-64 games and actually charged a fee for a single puzzle hint. Here we are asking an unpaid author to provide a full walk-through of the entire game?
IMHO, the puzzles should be solvable with some thought, and the NPC's should offer viable but not entirely obvious clues. Thus a walk through could be devised to offer hints on specific problem areas, rather than spelling out the entire scenario.
Maybe an interactive system that would require the player to actually work at getting these more precise clues is an idea. OR, don't compress the scripts. Then if they really want to cheat, they can use the included editor, find the script, get their answer, and learn a little about writing a decent mod in the process, if they are so inclined.
I have played several amazing scenarios but none, have yet given me the same satisfaction as completing Seth's original. Compare this to the many mods with amazing images and breakthrough scripting.
Seth admits to having released this with some areas not completed or included, such as Charlie's House. Still, you don't feel ripped off until he tells you it was actually left out of the game, and not simply a blind alley.
I've ranted and babbled enough but I think it is ludicrous to expect a scenario to ship with a walk-through included or even in the works. Scenarios should be written by the first players to assist others, and not the responsibility of the Authors.
mm.






